Go find all of the armor pieces in the game. Some are quite tricky to find. Then if you want the extra challenge, upgrade all of that armor to its max.
I am glad that others saved the source code elsewhere and kept it alive. How does deDRM_tools by noDRM avoid takedown due to piracy? I use that on a regular basis, and I am afraid that it might be taken down someday, and surprised that it is alive for so long. How has it stayed alive for so long?
I completed all of the shrines before I beat the game, and found it enjoyable. I also really enjoyed running around the depths collecting all the lightroots. I enjoy exploring caves and wells too, so that’s next on my list to complete. Grinding for armor sets is tedious to me so I’m skipping it…
I’m not sure what interests you most (or if you’ve already done this), but one thing I’ve always enjoyed is trying to tackle all of the shrines. Each of them has their own puzzles that’s different enough to keep me entertained, and the access to skip travel points is great for whatever else you might be doing.
You can also try to get korok seeds but those are sometimes even more annoying than the regular side quests
Edit: Sorry for the double comment, my app was glitching
Let’s say you don’t tie game mechanics to frame rate. How often should you update the state of the game? 50 times / second? 100 times / second? You need to pick a fixed rate if you want to keep the physics engine consistent. If you make the rate too high the game will not run on low-end machines, so you need to find the right balance.
But let’s say you make it 100 times / second. Now between those updates, nothing changes. You can render at 500 FPS, but you’ll be rendering the same thing five times before anything changes, so the extra frames are useless. There are ways around this. You could perform interpolation of object positions between the previous state and the new state (but this introduces input lag). You can keep things that don’t affect gameplay (e.g. eye-candy animations) running at the full FPS. But none of these things are trivially obvious. So it becomes a question of ambition, competence, and the will to put time (i.e. investor’s money) into it. Hence many projects simply prioritize other things.
A big problem with an unlocked framerate is the physics system, which you can generally solve in two ways:
You tie the physics to the framerate. Problem is that this introduces all sorts of weird behavior, caused by rounding errors and frequency of collision checks. For example, objects could start glitching through thin walls if their framerate is low because collisions are checked less often.
You run the physics at a fixed internal interval. This solves a lot of problem with the first approach, but also means that you have to put in effort to mask the fixed framerate through interpolation/extrapolation if you still want to keep the actual framerate unlocked.
So Wolfenstein New Order probably went with the first approach, made sure their physics system stays stable within a certain FPS range (30-60), and then locked the FPS beyond that.
It mostly just contains graphical changes, and adds optional ray tracing which I wouldn’t suggest unless you have a very powerful computer.
It had some issues when it first came out, but it seems to work fine now from my experience. Don’t expect anything groundbreaking but it’s a nice update. Textures especially look better overall.
“Extrinsically motivated” games I like: I’ll play it once, beat it, play a bit of post game, drop it.
“Intrinsically motivated” games I like: make my own stupid-ass goal, spend dozens and dozens of hours on it, finally do the stupid thing, progressed 1% further through the game, get bored, drop it, but then I pick it up again thinking about doing another stupid-ass thing.
Would a game that is essentially a micro Linux distro count? I feel that should be pretty doable as a bootable USB stick or CD.
If you did it that way you’d have to bundle the Linux kernel plus graphics drivers at a minimum. But I wonder how much of the OS you could avoid having. Certainly you wouldn’t need a Desktop Environment. I wonder if you would need something like X or Wayland or if you could get away without that (to run games built in a normal-ish userspace way). I guess finding the minimal environment for SDL would be a good starting point. That sounds like an interesting exercise for sure.
Although something like that probably isn’t as pure as you’re looking for, it would be pretty cool to do anyway. Maybe we should start a club.
Recently I completed Crossing Souls. It’s a game overloaded with 80s nostalgia. The soundtrack is from two composers. The first has 80s synth tracks while the other providers John Williams / Amblin like scores as the story of a group of young friends and feels like a movie from that time.
It’s a novel hybrid of two genres, so the recommendations are all going to be split between them. The best (western) turn based tactics game is likely XCOM 2: War of the Chosen. The best deckbuilder card game is likely Slay the Spire.
If you want a tactics game that retains the social/character aspects, you’re looking for Fire Emblem: Three Houses, but that’s on the switch.
I feel that the line is not nearly as sharp. I play a lot of freeform games for extrinsic reasons. Building a cool castle in Minecraft is probably an extrinsic motivation, for example.
When I played Minecraft a whole ton, It was because I was on a server, and I was motivated by impressing my friends, a clear extrinsic motivation.
In WoW, I’m largely motivated to master the game so that I can keep up with my boyfriend, running 20+ dungeons and Heroic (soon Mythic) raids. Another extrinsic motivation.
Etterna, a rhythm game is probably my most intrinsically motivated game. I play it mostly because I enjoy the feeling of mastering a new skill. But even that is extrinsic to some degree, because what most clearly shows my skill? The game praising me with AAs and big streaks. I wouldn’t enjoy Etterna without those things, so I wouldn’t play a gradeless version.
bin.pol.social
Aktywne